computer-grafik-1/u07-light/vertexShader.glsl

17 lines
426 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
uniform mat4 modelView;
uniform mat4 projection;
// uniform mat4 modelTransformation;
out vec3 normal;
out vec3 fragmentPosition;
void main() {
normal = mat3(transpose(inverse(modelView))) * aNormal;
gl_Position = projection * modelView * vec4(aPosition, 1.0);
fragmentPosition = vec3(modelView * vec4(aPosition, 1.0));
}